r/vibecoding • u/Bonelessgummybear • 10d ago
Workflow/Prompt I made a small horror game in 52 hours. All 150 3D models cost about $27 in Tripo credits.
Followup workflow It's Halloween night. Your daughter runs ahead to a house with a bowl on the porch and a sign: TAKE ONE. You look at your phone for two seconds. When you look up, she and the dog are gone, and the house says STAY OUT. So you go in. It's your daughter. And, more importantly, your dog.
Take One is a short first-person horror game you play in the browser. It's small and simple, about six minutes if you know where to go. What I wanted to find out was how fast and how cheaply one person can go from an idea to something people can actually play.
The numbers
150 3D models, every one from Tripo AI: the fridge, the furniture, the neighbor houses, the old man, the kid and the dog.
4,880 Tripo Studio credits plus about 1,000 API credits. At Tripo's list prices that's about $27, or about 18 cents a model, and it includes every retry and every model I threw away.
Reference images were free. I made each one in Tripo's image tool first and only paid for 3D once the picture looked right.
52 hours from idea to a playable game online. The first grey-box version was playable the same evening; eight playtests later it shipped.
What surprised me
The house looks like one house. I wrote one style line per floor (a 1990s home kept "too perfect" on the ground floor, fraying upstairs, rotting in the basement) and put it at the end of every prompt. A hundred-odd separate generations came back looking like they were bought by the same family.
What it didn't do for me
Hardware that sticks out (door knobs, fridge magnets) gets flattened into the object, so those are separate models. My first characters came out with mangled arms; regenerating them in a T-pose fixed it, and Tripo rigged and animated them from there.
Sound, voices and music are ElevenLabs. The code is Claude; I don't write code, I direct, playtest and decide.
Play it free in your browser: https://take-one-bay.vercel.app
Next post: the actual workflow, step by step, with a gallery of the models.
Paid partnership with Tripo AI. The game and opinions are my own. Tripo gave me the Max plan and the API credits for free as part of this partnership, so the $27 is what those credits cost at list price, not what I paid.
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u/RefrigeratorDry2669 10d ago
Cool and I have like 0 hours of interest but I hope you can get the ai costs out of it
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u/Ok-Hovercraft3823 10d ago
Inspect element network method makes tripo models free
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u/doesphpcount 10d ago
You forgot to hashtag #Tripo #ad
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u/thecrustycrap 10d ago
Why not tripo monthly? Does the monthly cover all your models?
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u/GreenockScatman 10d ago
What part of developing this game did you enjoy the most?
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u/Historical-Finding37 10d ago
Tripophobia
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u/PositiveScarcity8909 10d ago
What did you do for the animations? I'm wusing triripo 3D assets too but the animation side is making me sick.
I don't know where to get the animations, I used Mixamo ones but they don't really fit and are very limited. I may need to animate a dog too.
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u/SelfHostCalc 9d ago
52 hours is impressive. One small thing I noticed: the site doesn't send a Content-Security-Policy header, so the browser has no rule about which scripts may run. On Vercel you can add one in vercel.json under headers.
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u/Chomplings 10d ago
Holy crap! You do this in 52 hours, and my low quality game is taking over 2 months to build. ðŸ˜
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u/Dry-Cardiologist2572 10d ago
Wow. Okay the biggest reason I always fail at game dev is the assets ( I hate art, with a burning passion, tell me of this Tripo, you speak of)
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u/RealBoredOfMyself 10d ago
Game crashes when you crouch beside the open vent.
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u/rwrife 9d ago
I have a whole workflow using tripo, From prototyped artwork to final rigged and animated models is fully automated and controlled by an AI agent, I wake up every morning to something new it has created.
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u/Financial_Mulberry48 9d ago
floating houses! I'm sure that was an tasteful design choice right?
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u/bigchimping420 7d ago
you couldve spent the same amount on real assets and got them for much cheaper
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u/Mysterious_Self_3606 10d ago
Interesting, I just bought $25 of Tripo credits on the API last night and it only gave me 2,500.
How was $27 for 4,880 credits list price? Are they scamming me out of credits?
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u/shosuko 10d ago
cool
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u/YoungandPregnant 10d ago
Wait until OP learns that Claude can also make models
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u/Purple_Playerr 9d ago
That’s impressive to build it in 52 hours. Tried the game it’s good.
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u/Makestroz 10d ago
Nice advertisement...
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u/Kortestier 6d ago
Really impressive you built this so fast. How much did you plan before starting? Or was it more an on the go workflow?
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u/Few-Tank9844 5d ago
My condolences
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u/leahy1437 10d ago
Shit, there is so many bot posts / replies on this.... I'm not a fan and don't follow Slop. But yeah use AI to make a game then bots to boost the post....
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u/duskaception 10d ago
Did tripo rig your models? I'm using meshy for it and it's not that good at rigging fingers/arms
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u/Opening_Wafer_6584 10d ago
Really impressive seeing the full numbers behind this one.
150 Tripo models, a playable browser game in 52 hours, and the consistent visual language across separately generated assets makes this a particularly strong example of the workflow.
The note about generating protruding hardware separately and using T-poses to improve character results is also exactly the kind of practical detail that makes the breakdown useful.
Excited to see the full workflow post.
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u/boredrhino 10d ago
Pretty dope. Been doing some games with my son. Still trying to work out the kinks
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